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Discuss the development of new homebrew software, tools and libraries.

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DanielC
Posts: 40
Joined: Fri Jul 11, 2008 8:10 pm
Location: Australia

Post by DanielC »

Sorry again for double post, I think it's warranted as it's on another note.

DOSBox 0.72 and the CVS builds beyond have had a lot of changes/bugfixes to the IMGMOUNT command, according to the DOSBox devteam on their forums. I'm yet to check out the changelog, but I might work on your patch CrazyC to get it to work with the newest CVS build - if that's OK by you. I won't do anything if you don't want that.

From what I understand, your build is still based on 0.71?

Anyway don't worry about my Cygwin problems, i'm installing Fedora 10.

EDIT: Of course your patch is based on 0.71 I just patched it successfully *facepalm*.. what my question ment to be was, does your patch simply port it to PSP or have you actually implemented changes to the interals of DOSBox (i.e. independant of platform compatibility)? Jeez I have so many questions... maybe I should just step back and actually take the time to spend a few hours examing exactly what you've done in advance... good idea.

EDIT2: The main bugfix on the 0.72 changelog that stands out to me is...

Code: Select all

Improved speed unlocking when running cycles=max
...the FAT image mount optimizations must be in post-0.72 CVS builds, i'm yet to check that out.

I'm gonna slow down on the questions now, at least until I actually have something you might be able to use CrazyC :) Sorry for the nagging!
Regards,
Daniel C
crazyc
Posts: 408
Joined: Fri Jun 17, 2005 10:13 am

Post by crazyc »

The problem is probably that configure is calling the mingw sdl-config which is bringing in the mingw headers. You probably haven't installed sdl for psp (I removed all dependencies on sdl but configure still wants it). I actually did most of my development on a windows x64 machine but with msys not cygwin. If I had to recommend a linux disto, I'd say Ubuntu, especially for a neophyte.
DanielC
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Location: Australia

Post by DanielC »

I have SDL installed, it wouldn't configure without it. Might be missing some dependenices though, as it was a seperate download - not included in the Cygwin packager installer.

I read the DOSBox Wiki and the build there also references MinGW + MSYS, not Cygwin. wd on the DOSBox forums (a developer if you didn't know) recommended it too.
Heimdall wrote:You should be careful with the latest Ubuntu since lots of people complain about it's default compiler to crash or being unable to compile the toolchain, requiring you to use the old GCC 4.2 series.
Probably been patched by now, if not it wouldn't be hard to work around. But i've never used Ubuntu before, and have used Fedora quite a bit - just never for developing. Am interested to check out the new version 10 too.

Well thanks for that tip, i'll be trying it with MSYS in the next day or so. On another note, I have come to some interesting results in the DOSBox environment regarding speed and compatibility - i'll let you know when I have something up and going - still tweaking the configuration and such. From my current tests, it actually seems closer to a stable release after all... eh i'll share what I have when it's actually decent. I'm pretty excited though.

By the way, 1.50 kernel is still the best solution. All the games and benchmarks I tested either froze (I with and without both exception and fixup) or just never loaded. The never loading one was strange - the cursor kept blinking, the PSP or DOSBox wasn't frozen, it just didn't respond. I'm running 5.00 M33-6 though, it might be that firmware. Dunno.

Well i'll hand the thread back to more important matters at hand now, thanks for letting me hijack it for a bit there haha your help has been greatly appreciated CrazyC!
Regards,
Daniel C
MadCodder
Posts: 2
Joined: Fri Feb 27, 2009 11:33 pm

DosBox Variables

Post by MadCodder »

** bump **


Correct me if I’m wrong… but I was doing research on this forum and came to the conclusion of the following with regard to the dosbox.conf file:

‘autocycles=true’ is equivalent to ‘cycles=sync’

‘cyclesup=n’ is equivalent to ‘maxcycles=n’

‘cyclesdown=n’ is equivalent to ‘mincycles=n’

Is this correct?

The reason I ask is because I see many examples (ie Murdock’s DosBox_Manual_1.2___DosBox_0.71.rar link in his .pdf doc) that have the dosbox.conf file with all of the above settings in it, wouldn’t this be useless if equivalency exists between them?
DanielC
Posts: 40
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Location: Australia

Re: DosBox Variables

Post by DanielC »

MadCodder wrote:** bump **


Correct me if I’m wrong… but I was doing research on this forum and came to the conclusion of the following with regard to the dosbox.conf file:

‘autocycles=true’ is equivalent to ‘cycles=sync’

‘cyclesup=n’ is equivalent to ‘maxcycles=n’

‘cyclesdown=n’ is equivalent to ‘mincycles=n’

Is this correct?

The reason I ask is because I see many examples (ie Murdock’s DosBox_Manual_1.2___DosBox_0.71.rar link in his .pdf doc) that have the dosbox.conf file with all of the above settings in it, wouldn’t this be useless if equivalency exists between them?
This is also my conclusion. I still put cycles=max before all the psp-specific options crazyc implemented anyway, doesn't do any harm for me =P
Regards,
Daniel C
crazyc
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Joined: Fri Jun 17, 2005 10:13 am

Re: DosBox Variables

Post by crazyc »

DanielC wrote: This is also my conclusion. I still put cycles=max before all the psp-specific options crazyc implemented anyway, doesn't do any harm for me =P
cycles=sync attempts to adjust cycles so the emulated vsync and the real vsync occur simultaneously. maxcycles and mincycles when cycles=sync set the upper and lower limit for cycles.
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Gaby_64
Posts: 33
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Post by Gaby_64 »

** bump **


Correct me if I’m wrong… but I was doing research on this forum and came to the conclusion of the following with regard to the dosbox.conf file:

‘autocycles=true’ is equivalent to ‘cycles=sync’

‘cyclesup=n’ is equivalent to ‘maxcycles=n’

‘cyclesdown=n’ is equivalent to ‘mincycles=n’

Is this correct?

The reason I ask is because I see many examples (ie Murdock’s DosBox_Manual_1.2___DosBox_0.71.rar link in his .pdf doc) that have the dosbox.conf file with all of the above settings in it, wouldn’t this be useless if equivalency exists between them?
Isnt cyclesup the number of cycles to increase of when you press the hotkey for it and cycles down the number of cycles to lower of.
Also maxcycles is the maximum cycles it can atein either with cyclesup or autocycles (it wont go hier then that value)
and cycles down is the opasite
<a><img></a>
DanielC
Posts: 40
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Location: Australia

Post by DanielC »

***SLY bump...***
Gaby_64 wrote:Isnt cyclesup the number of cycles to increase of when you press the hotkey for it and cycles down the number of cycles to lower of.
Also maxcycles is the maximum cycles it can atein either with cyclesup or autocycles (it wont go hier then that value)
and cycles down is the opasite
It is on standard DOSBox. Originally CrazyC implemented it as mincycles and maxcycles, but from memory i think he changed cyclesup/cyclesdown to do the same thing as min/max cycles - because the DOSBox cycles changing hotkeys don't exist on the PSP port I suppose... i'm just guessing there, I only use min/max cycles and never tried the old up/down cycles.

EDIT:
CrazyC wrote:cycles=sync does that same thing as autocycle=true did with 0.60 and mincycles and maxcycles now are cyclesup and cyclesdown. Cycles=max/auto do the same as pc dosbox.


I think this means that, what was in 0.60 DOSBox PSP, we had... autocycle=true; mincycles=600; maxcycles=3000, but now in 0.71, we have... cycles=sync; cyclesdown=600; cyclesup=3000; instead...? Have I got that right..... yeah i'm confused now about this...

EDIT2: Now im REALLY confused. Spitting out a default CONF in DOSBox PSP puts the four lines... core=dynamic; cycles=max; cycleup=500; cycledown=20; so does this mean cyclesdown is a typo or is it the PC hotkey command, different to cycledown...? And is mincycles (from 0.6) now cycle(s)down? Or cycle(s)up? WOW *head explodes*

----------

CrazyC if you're around (or if somebody else knows) I noticed you added the ability to edit FRAMESKIP while in emulation, but didn't really say how... I dunno how I can really test if it works right now but was wondering how this is done? My guess is either one of these two...

SYSOPT FRAMESKIP 3
CONFIG -set "render frameskip=3"

=\

...on that note, can CONFIG -set "xxx xxxx=xxx" be used for anything else, e.g., -set "dos ems=on"...? Official Wiki has next to nothing on this, and does it just update the config file or does it change the current emulation env. on-the-fly.... this is not documented anywhere on interwebz I could find! *shock horror*

Cheers!
Regards,
Daniel C
crazyc
Posts: 408
Joined: Fri Jun 17, 2005 10:13 am

Post by crazyc »

DanielC wrote:It is on standard DOSBox. Originally CrazyC implemented it as mincycles and maxcycles, but from memory i think he changed cyclesup/cyclesdown to do the same thing as min/max cycles - because the DOSBox cycles changing hotkeys don't exist on the PSP port I suppose... i'm just guessing there, I only use min/max cycles and never tried the old up/down cycles.
You're right, it's cycleup and cycledown. The reason I used these is because they were added to dosbox .70 and I reused them so as to make as few changes to the code as possible.
DanielC wrote:CrazyC if you're around (or if somebody else knows) I noticed you added the ability to edit FRAMESKIP while in emulation, but didn't really say how... I dunno how I can really test if it works right now but was wondering how this is done? My guess is either one of these two...

SYSOPT FRAMESKIP 3
CONFIG -set "render frameskip=3"

=\

...on that note, can CONFIG -set "xxx xxxx=xxx" be used for anything else, e.g., -set "dos ems=on"...? Official Wiki has next to nothing on this, and does it just update the config file or does it change the current emulation env. on-the-fly.... this is not documented anywhere on interwebz I could find! *shock horror*

Cheers!
It should be config -set, but i don't remember exactly. Config -set should work with any setting and it don't change the file.
DanielC
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Location: Australia

Post by DanielC »

crazyc wrote:You're right, it's cycleup and cycledown. The reason I used these is because they were added to dosbox .70 and I reused them so as to make as few changes to the code as possible.
Makes sense. So mincycles is now cycledown (i.e., the lowest value for autocycle) and thus cycleup is the maximum cycles for autocycle? Or is it the other way around? And to enable this new auto-adjust cycles is cycles=sync (instead of max or auto) yeah...? I know they've been answered, but I thought a recap/confirmation couldn't hurt =)

EDIT: I figured it out. Under my own tests, I found that cycles=sync; cycledown=600; cycleup=4200 provided good speed for most games.

crazyc wrote:It should be config -set, but i don't remember exactly. Config -set should work with any setting and it don't change the file.
That's really cool! Helps my little project out a lot.... yeah I couldn't find anything on the DOSBox Wiki about config -set, but google found me something on the VOGONS DOSBox forums...
Qbix wrote:CONFIG -set "section property=value"
CONFIG -get "section property"

-set "section property=value"
CONFIG will attempt to set the property to new value. At this moment
CONFIG can not report whether the command succeeded or not.

-get "section property"
The current value of the property is reported and stored in the
environment variable %CONFIG%. This can be used to store the value
when using batch files.

Both "-set" and "-get" work from batch files and can be used to set up your
own preferences for each game.

^_^


Any new progress CrazyC? Things seem to be going fair slowly, but this DOSBox port has gotten some great progress, could be regarded as nearly complete I reckon. I remember you saying you might take a look at imagemounting support for MSDuo's with FAT32 filesystem... something that could be very useful... but if it's going to be too hard or too slow then we'd be better off with using image files i think. That, and an OSK with a physical picture of a keyboard, are the only "new feature" requests I can think of at the moment.

EDIT: Additional *smallish* feature requests from myself... which could help everybody a lot I think...

SYSOPT INPUTSWITCH
- An alternative to the "INPUTMAP EXEC {filename}" and the LTRIGGER + RTRIGGER + SELECT + ARROW-DOWN keycombo for changing between p-sprint OSK and keymappings. Would be very handly for batch files, especially to overcome the INPUTMAP EXEC problems. A workaround for COM/EXE's that need arguments (which INPUTMAP can't handle) is to compile a BAT file to a COM file with BAT2EXEC. However it doesn't work half the time - the keycombo is still the only sure-shot way for games that need arguments/parameters to run.

DATE/TIME BUG
- System clock is set to Jan 1st, 1970. Isn't synchronized with PSP system time.
Regards,
Daniel C
crazyc
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Post by crazyc »

DanielC wrote:Any new progress CrazyC?
No. My source tree is a mess and before I can do any more, I have to clean it up.
DanielC wrote:SYSOPT INPUTSWITCH
This already exists, "INPUTMAP analog mouse" and "INPUTMAP analog joystick".
DanielC
Posts: 40
Joined: Fri Jul 11, 2008 8:10 pm
Location: Australia

Post by DanielC »

crazyc wrote:No. My source tree is a mess and before I can do any more, I have to clean it up.
All good, just curious ^_^ but.... there is one thing....... T_T

Image

Here is where it crashed...

Code: Select all

                echo &#91;#&#93; INIT
                echo     &#91;#&#93; Attempting to mount DOSBoxSP system drive...
                pause
                MOUNT X . -freesize 10 1>nul
                echo Test logging started...>X&#58;\testing.log
                imgmount Y .\SYS\SYS.HDD -size 512,63,16,6 -fs fat >nul
                echo System drive mounted ok!>>X&#58;\testing.log
                IF EXIST Y&#58;\~SYSTEM~.DOS GOTO LAUNCH_OK
                echo Checkpoint 01>>X&#58;\testing.log
&#123;...&#125;
...in the log file mentioned from that startup snippet, it contained...

Code: Select all

Test logging started...
System drive mounted ok!
...which means it's crashing at the reading of something on the harddisk image file.

It works in PC DOSBox 0.71, and i'm running this from GAME5XX on a PSP Phat (5.00 M33-6). I also tried it in GAME150, which has no PRX plugins on, but the crash was exactly the same. I have read the entire thread, including the older one, over the past few days, but is there something I missed or will this need fixing...?

T_T

Oh.. and in regards to your "INPUTMAP analog mouse" and "INPUTMAP analog joystick", I already knew that sorry - I was talking about the psprint<>inputmaps switching, but INPUTMAP EXEC seems to work fine for .COM/.EXE's that need parameters now (i.e., in a past version it didnt pass parameters for some reason).

Hope this can be fixed soon, or if somebody else knows of a workaround... =)

EDIT: Yeah i've been trying all the other ways already mentioned... imgmount ms0:/sys.img -t hdd -fs fat and so on... it mounts fine, DOSBox even echo's the correct autodetection of hardfile parameters when I omit -size... but as soon as I try to READ the drive, such as with DIR, i get that crash.... =( Guess my next step is to try and create an image with a different program (i used newest bximage). And also, yes I did try a "barebone" config without all the other junk.... Just with imgmount, then Y:, then DIR. No go...

EDIT2: The cause of this crash is definately FAT12 filesystems. All floppy disks, and harddisk images that are 16MB or less are always FAT12... creating a 17MB hardfile, which is the lowest possible for FAT16, fixed the crash. But now I get disk access errors (as if it's write protected) with the mount command imgmount y ms0:/sys.img -size 512,63,16,34 -fs fat -t hdd
Regards,
Daniel C
DanielC
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Location: Australia

Post by DanielC »

OK. I have no idea what's wrong.... imgmount just always mounts as read only. Observe screenshot and psplink output...


Image

Code: Select all

ms0&#58;/psp/game150/dosboxsp/>  ./eboot.pbp
Load/Start ms0&#58;/psp/game150/dosboxsp/eboot.pbp UID&#58; 0x03B5FF5D Name&#58; "DOSBox"
ms0&#58;/psp/game150/dosboxsp/>  CONFIG&#58;Loading primary settings from config file dosbox.conf
GUI&#58;IR keyboard not found
Using partition 0 on drive; skipping 2064 sectors
Mounted FAT volume is FAT16 with 62679 clusters
SHELL&#58;Redirect output to C&#58;\test.txt
Test.txt isn't written, just lost in the void (no idea how PSPLinks' output really helps). Replacing imgmount with typical folder mount works fine, so im certain of syntax... but I need to get around those filesystem limitations....

=(

~6 open files at once (limiting to some 80286 games) or read-only gaming....? I give up... will be looking forward a reply =)
Regards,
Daniel C
crazyc
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Post by crazyc »

DanielC wrote:EDIT2: The cause of this crash is definately FAT12 filesystems. All floppy disks, and harddisk images that are 16MB or less are always FAT12... creating a 17MB hardfile, which is the lowest possible for FAT16, fixed the crash. But now I get disk access errors (as if it's write protected) with the mount command imgmount y ms0:/sys.img -size 512,63,16,34 -fs fat -t hdd
I've never tested FAT12 but it guess at some point 12bit entries will cause an unaligned load which is what that crash dump shows. I'm sure the line that has to be fixed is line 310 of drive_fat.cpp but my tree doesn't even build right now so I can't post a new binary.
DanielC wrote:OK. I have no idea what's wrong.... imgmount just always mounts as read only.
I'll have to look closer at this. Is it only msstor0 that has the problem or all images?
DanielC
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Location: Australia

Post by DanielC »

crazyc wrote:I'm sure the line that has to be fixed is line 310 of drive_fat.cpp but my tree doesn't even build right now so I can't post a new binary.
No problem... I would take a look myself too, but I could never build in the first place lol. I think FAT12 is pretty important too, Floppy images mainly.
crazyc wrote:I'll have to look closer at this. Is it only msstor0 that has the problem or all images?
Anything that I try to IMGMOUNT - I first thought it was IMG files from bximage being bad, tried a lot of diffrent methods for partitioning and whatnot, i'm currently making a PC-side companion for your PSP port you see (to create images and bat scripts and whatnot for games) but i eventually realized to test the msstor0: command as a last resort... also read-only. Drat! But yeah, standard MOUNT command to a directory works fine, but of course that has the filesystem limit of simultaneous open handles (or whatever it's called) so it's only so useful on the PSP port...

But what gets me is that other people here in the thread have reported success with mounting image files, running Windows 3.1 and everything. I'd love for someone else to test it too and verify my findings, but activity here seems to have died down. For all I know it might be my PSP to blame (it's done wierd things before) so I will probably jigkick back to 1.50 original firmware and test it after work tomorrow coz I got nothin else to do haha....

...or was it working in a previous build but a later change you made might have broken it you think...?

Ah i'm just trying to help in any way I can =P Thanks again crazyc.

P.S. I double checked to make sure that everything I reported worked on the PC binary of 0.71 too (not a CVS build).
Regards,
Daniel C
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Gaby_64
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Post by Gaby_64 »

I we have managed to even run w98 on dosbox (better speed then bochs)
Go here to check it out: http://psp.wijou.com/forum/index.php?showforum=21
The Original thread on it that I had made is gone with the old site. Ya I started the w95 to wXP on PSP project. But we had the same problem of the img files being read only. (every thing saved in bochs tho)
<a><img></a>
DanielC
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Location: Australia

Post by DanielC »

Gaby_64 wrote:I we have managed to even run w98 on dosbox (better speed then bochs)
Go here to check it out: http://psp.wijou.com/forum/index.php?showforum=21
The Original thread on it that I had made is gone with the old site. Ya I started the w95 to wXP on PSP project. But we had the same problem of the img files being read only. (every thing saved in bochs tho)
Oh. So it appears that harddisk images always were mounted as read only then....

...still, you are booting out of DOSBox environment and into "true" MS-DOS in order to load Win3.x or Win9x - something that's still experimental even on Windows DOSBox.

This is just my personal opinion... take it with a grain of salt if you will lol... but I think Win9x compatibility would be lowest-priority... mainly because there will be no way to game in it (the speed hit is just too massive), and for low-power Win32 games we can just use HX-Extender to emulate the Win9x API in DOS (which works in DOSBox). Win95 Minesweeper, for example, works 100% from DOSBox commandline in this way - without the massive overhead of an entire OS running behind it and chewing all that memory.

My point is, getting images to mount in the native DOSBox shell with write-access might or might not be related to BOOT -l C images having write-access too - so my humble rant here could translate to: we should worry about Win3.1/Win9x later, MUCH later, because apart from 'l33t brag rights' the actual application of running Windows in the PSP port is pretty much useless in functionality (i.e. gaming). HX-Extender would be a better focus for compatibility/speed, or even something like WINE for DOSBox before Win9x...

P.S. Booting a standard DOS (or Windows) image in PSP DOSBox is even MORE limited than that, because then you loose the entire Z: drive and INPUTMAP commands. How can you game with that!?! ;)

EDIT: Sorry if that sounded rude, it wasn't my intention :) I just reckon that bugfixes and useful feature additions/enhancements are more important than... ahem... technically unrealistic compatibility updates... Win 3.1 maybe... but with the loss of Z:\ it renders PSP DOSBox severely crippled sadly =\
Regards,
Daniel C
RyTracer
Posts: 2
Joined: Thu Apr 16, 2009 4:38 am

alphabetical p-sprint

Post by RyTracer »

Okay, I'm new on here and I didn't go through this entire thread to see if this has already been proposed, but I have a tweak proposal for the p-sprint keyboard. Basically I think it should work just how it does but with an easier to remember layout. Plus, with hints on you only need to know the first button. So Ctrl, Alt, and Shift should work as they always have but I also included them in case they need to be pressed alone. The group switching is also done the same way. I've included the key scan codes as well.

U-Up
D-Down
L-Left
R-Right
T-Triangle
S-Square
C-Circle
X-Cross

Code: Select all

Buttons     Base Group     Group 1 via L+X     Group 2 via U+X
Start       Enter 43       Enter 43            Enter 43
Select      Escape 110     PauseBreak 126      Escape 110
D           Backspace 15   Delete 76           Backspace 15
X           Space 61       Space 61            Space 61
L,L         aA 31          ,< 53               CapsLock 30
L,U         bB 50          .> 54               NumLock 90
L,R         cC 48          ;&#58; 40               NumPad/ 95
L,S         dD 33          '" 41               NumPad* 100
L,T         eE 19          &#91;&#123; 27               NumPad- 105
L,C         fF 34          &#93;&#125; 28               NumPad+ 106
U,L         gG 35          /? 55               Insert 75
U,U         hH 36          \| 29               Delete 76
U,R         iI 24          `~ 1                Home 80
U,S         jJ 37          -_ 12               End 81
U,T         kK 38          =+ 13               PgUp 85
U,C         lL 39          Tab 16              PgDn 86
R,L         mM 52          F1 112              LCtrl 58
R,U         nN 51          F2 113              LShift 44
R,R         oO 25          F3 114              LAlt 60
R,S         pP 26          F4 115              RAlt 62
R,T         qQ 17          F5 116              RShift 57
R,C         rR 20          F6 117              RCtrl 64
S,L         sS 32          F7 118              PrntScrnSysRq 124
S,U         tT 21          F8 119              ScrollLock 125
S,R         uU 23          F9 120              PauseBreak 126
S,S         vV 49          F10 121             LWin 127
S,T         wW 18          F11 122             RWin 128
S,C         xX 47          F12 123             Menu 129
T,L         yY 22          NumPadEnter 108     Left 79
T,U         zZ 46          NumPad.Del 104      Up 83
T,R         1! 2           NumPad1End 93       Right 89
T,S         2@ 3           NumPad2Down 98      Down 84
T,T         3# 4           NumPad3PgDn 103
T,C         4$ 5           NumPad4Left 92
C,L         5% 6           NumPad5 97
C,U         6^ 7           NumPad6Right 102
C,R         7& 8           NumPad7Home 91
C,S         8* 9           NumPad8Up 96
C,T         9&#40; 10          NumPad9PgUp 101
C,C         0&#41; 11          NumPad0Ins 99
By the way, DosBox is great! Thanks CrazyC! I currently have working configurations going for all 7 Keen games, Ironman Off Road, Prince of Persia, and SkyRoads. I'm working on getting Out of this World going. If anyone needs batch files or help with these, let me know.
Arwin
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Joined: Tue Jul 12, 2005 7:00 pm

Post by Arwin »

I think that layout makes sense. My layout was optimised for English language words, so that eventually patterns of letters would be easy to remember, combinations that frequently occur together would be close together, and frequently used letters would be assigned to easy to press button combinations - e.g. double tapping a single button is easy to do quick. But in the end it just isn't accessible, and nobody types long enough using p-sprint to ever even come close to benefitting from these considerations.

What I could do in order to ensure compatibility is add functions that allow you to change individual letters. This could then be connected to a function that loads them from a file. And perhaps I could add your layout as a second configuration that you can set programmatically too.

EDIT: shame your list doesn't contain key codes rather than scancodes, or I'd have tried it immediately. But I still might, at least the alphabet - those are still sequential after all.

EDIT2: it works, it is now much easier to find the key you need. I think I managed to type a sentence in about a tenth of the time it took me to get used to the old layout again. I think this is a good layout for the basics. We may still need configuration options for specific games though, but this is a good start.

EDIT3: you can download a test release, source included, using the new layout as default, here:

http://www.niwra.nl/psp/p-sprint-c/p-sprint-c-070b.zip
DanielC
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Location: Australia

Post by DanielC »

I tried the msstor0: image mounting on a 32MB stick (the bundled one), and it caused DOSBox to crash with the same circumstances and message as the FAT12 thing.

Odd.

Well now im going to try formatting my 2GB MSDuo to remove the Pandora IPL Loader thing, that might be bugging it out. If still not working, i'm gonna try older firmware versions.

EDIT: No difference on original 1.50 FW and with a clean 1GB MSDuo - problem still the same. Guess all I can do now is wait *whistles* =p

How goes the tree cleanup Crazyc? I hope when you do fix it up, you can possibly post a new patch that will be easier to link and compile....? Then maybe I can try to help fix bugs too ^_^
Regards,
Daniel C
DanielC
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Location: Australia

Post by DanielC »

Well it's been 10 days so i guess it's OK to...

*BUMP!*

...how goes the source tree maintenance crazyc? Looking forward to the next release... any spoilers on what you might be working on? Hope it comes soon - don't stop now! We luvz you! LOL =P
Regards,
Daniel C
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Gaby_64
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Post by Gaby_64 »

Yes this would be a shame if you dont continue, especially when you've got people willing to help you CrazyC.
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DanielC
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Post by DanielC »

Gaby_64 wrote:Yes this would be a shame if you dont continue, especially when you've got people willing to help you CrazyC.
...not to mention donate! I don't think he's given up, more likely just a matter of Work verses Play (DOSBox being the Play).
Regards,
Daniel C
slasher2661996
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Location: Melbourne Australia ZOMG

Post by slasher2661996 »

Yes i really like this project :D
DanielC
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Post by DanielC »

.......so is this dead? Nobody is interested in continuing crazyc's work?
Regards,
Daniel C
neontiger
Posts: 1
Joined: Fri May 22, 2009 1:31 am
Location: Buenos Aires, Argentina.

About text font in DOSBox

Post by neontiger »

Hello guys:

I'm new in this forum and I like this community.
First of all, I would like to thank to CrazyC for DOSBox which is a great (and I mean GREAT) project and all the other people who support this (I'm including Murdock who made that great tuto :D ).

My question is, even in 80x25 mode, text font is not so clear (I know, PSP's resolution is not as big as the one of a monitor), but according to some simple calculations, with a font that's 10.88 (round to 10) x 6 pixels we wouldn't need an antialiased font to emulate more space for each character.

Hence the font would be completely clear to my eyes (and maybe to more people's eyes).

I'm not complaining much about the font. It's not bad, and anyways I'm nobody to criticize the font either, given I didn't participate in the development of this (again GREAT) project.

Maybe we could add support for fonts? (Via a tiled image or something like that...?)

I'm loving to use Borland IDEs on DOSBox for PSP ^^.
I hope I'll get used to this P-Sprint layout soon.



So, well, nothing more to say by now, except:

Sorry if my English is rudimentary, it's not my native language.

And thanks in advance! Keep on the move! :D




Greetings from Argentina!!!

Leo.
Programming is the 8th art.
umpa
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Post by umpa »

But is possible a virtual keyboard ? Most homebrew use it
DanielC
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Joined: Fri Jul 11, 2008 8:10 pm
Location: Australia

Post by DanielC »

umpa wrote:But is possible a virtual keyboard ? Most homebrew use it
It already has one - p-sprint. There are other, but psprint is the only keyboard code for PSP that gives all ASCII characters like on a 101+ PC (AT/XT) keyboard.

BTW; anybody using INPUTMAP exec and your game crashes, consider getting rid of it and see if it fixes it. I have to use LTRIGGER + RTRIGGER + SELECT + DPAD-DOWN combo in many programs, inputmap exec is very buggy.
Last edited by DanielC on Tue May 26, 2009 7:06 pm, edited 1 time in total.
Regards,
Daniel C
umpa
Posts: 7
Joined: Sun Jul 06, 2008 9:44 pm

Post by umpa »

DanielC wrote:
umpa wrote:But is possible a virtual keyboard ? Most homebrew use it
It already has one - p-sprint. There are other, but psprint is the only keyboard code for PSP that gives all ASCII characters like on a 101+ PC (AT/XT) keyboard.
Like this ?

Image

With mouse support ?
DanielC
Posts: 40
Joined: Fri Jul 11, 2008 8:10 pm
Location: Australia

Post by DanielC »

umpa wrote:Like this ? [image]

With mouse support ?
Sure, why not? It'd be nice. Let us know when you code that and release it =)
Regards,
Daniel C
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